System and method for modifying biometric activity using virtual reality therapy

ABSTRACT

Systems and methods for using virtual reality content as therapeutic treatment of psychological, psychiatric or medical conditions of a user are provided. The system may comprise a VR device for displaying the VR content to the user and one or more biometric monitors for monitoring the user&#39;s biometrics before, during and/or after exposure to the VR content. The system may further include a processor and one or more modules for analyzing the user&#39;s biometrics. The method may include the steps of measuring the user&#39;s initial biometric data, exposing the user to selected VR content, measuring the user&#39;s biometric data during and/or after exposure to the VR content, analyzing changes in the user&#39;s biometric data resulting from the selected VR content, determining whether the selected VR content as a positive effect on the psychological, psychiatric or medical condition of the user.

CROSS-REFERENCE TO RELATED APPLICATIONS

This Application is a Continuation of U.S. Utility patent applicationSer. No. 15/862,478, filed on Jan. 4, 2018 to Sarah E. Hill and Jeff M.Tarrant, entitled “System and Method for Modifying Biometric ActivityUsing Virtual Reality Therapy,” currently pending, which claims priorityto U.S. Provisional Patent Application Ser. No. 62/442,330, filed onJan. 4, 2017, to Sarah E. Hill and Jeff M. Tarrant, entitled “Method forModifying Brainwave Activity Using Virtual Reality Therapy,” which hasexpired, the entire disclosure of which is incorporated herein byreference.

BACKGROUND OF THE INVENTION

The results of a National Institute of Mental Health (NIMH) sponsoredsurvey indicate that 56 million American adults are affected by anxietyand depression. The combined economic impact of these disorders exceeds$250 billion dollars annually. These disorders are now commonly treatedwith a variety of medications and/or psychotherapeutic approaches. Inthe medication approaches, medications such as fluoxetine, which iscommonly referred to by the trade name PROZAC®, may be prescribed. Inthe psychotherapeutic approaches, therapies such as cognitive behaviortherapy (CBT) may be employed. However, these medication andpsychotherapeutic treatment approaches are not without shortcomings.

With medication approaches, in 20-30 percent of cases, prescriptions forthe medications are never filled. In up to 50 percent of cases, themedications are not taken as prescribed. The reasons may include sideeffects, delayed therapeutic response, multiple doses per day, poorpatient education, cost, access, and other various reasons.

With psychotherapy approaches, the shortcomings can include (1) the factthat the self-focus inherent in cognitive approaches may be beyond theabilities of some individuals and too intimidating or painful forothers, (2) non-compliance with inter-sessional “cognitive homework,”and (3) varying degrees of willingness to change or address problems.

Accordingly, a need exists for new approaches in treating psychologicaland psychiatric conditions, such as anxiety, depression, and phobias, aswell as pain control.

SUMMARY OF THE INVENTION

The present invention is directed generally to systems and methods forusing virtual reality (“VR”), augmented reality (“AR”) and/or mixedreality (“MR”) content in the therapeutic treatment of psychological,psychiatric or other medical conditions in patients. The presentinvention is also directed generally to systems and methods forproviding specific VR and/or AR content to users as a therapeuticprescription to effect positive changes in the user's biometricsassociated with emotional, psychological and/or psychiatric states.

According to one embodiment, the systems and methods of the presentinvention may be configured to provide new therapeutic methodologiesimplementing VR experiences, environments, and stories tailored to shifta user's brainwaves and other biometrics away from patterns associatedwith anxiety, depression and/or other psychological or psychiatricconditions and toward patterns associated with relaxation, positiveaffect, and pro-social emotional states. In such embodiments, thesystems and methods can be configured to consistently provide shifts ina user's biometric data toward the desired biometric data pattern (suchas EEG brainwave changes, blood pressure changes, heart rate changes,etc.) associated with positive changes in emotional or physical statesof the user. For example, if a VR content experience is designed tocreate a relaxation response, the systems and methods of the presentinvention may be configured to provide biometric data shifts—such as EEGbrainwave variations—that indicate a reduction of activation in brainregions associated with the stress response (e.g., cingulate cortex) aswell as a subjective sense of reduced stress. On aspect is directed to amethod for content categorization on the basis of percentage shifts inbrain hertz.

According to one embodiment, the systems and methods of the presentinvention may be configured to analyze a user's EEG-type biometric databy analyzing the data as quantitative EEG (Qeeg) data using brainwaveanalysis software. The user's EEG-type biometric data may be measuredduring and/or after exposure to certain VR content and compared topreviously measured EEG-type biometric data of the user to producez-scores of change for specific brainwave types (i.e., alpha, delta,theta, etc.) in certain regions of the user's brain. The z-scores maythen be used to identify statistically significant changes in the user'sEEG-type biometric data (such as by identifying z-scores greater than orequal to 1.0).

According to one embodiment, the system of the present invention mayinclude a VR headset, a VR content database module, a biometricreference database module, one or more biometric monitors and aprocessor configured with programming for controlling the operation ofthe system. The system may be configured to provide selected VR contentfrom the VR content database module to a user or patient through the VRheadset. The system may further be configured to measure and recordspecific biometric data from the user before, during and/or after theselected VR content is provided to the user. The system may further beconfigured to analyze the recorded biometric data to determine changesin the user's biometric data corresponding to the selected VR content todetermine whether the selected VR content provides a positivetherapeutic effect on the user's emotional, psychological and/orpsychiatric states.

The present invention is also directed to one or more methods for usingVR content as therapeutic treatment for a user. According to oneembodiment of the present invention, the method may include one or moreof the following steps: (i) measuring and recording a user's initialbiometrics prior to exposure to selected VR content; (ii) creating abaseline biometric dataset for the user corresponding to the user'sinitial biometric data; (iii) selecting a first VR content and providingthe first VR content to the user to expose the user to a first VRenvironment and experience; (iv) measuring and recording the user'sbiometrics during and/or after exposure to the first VR content; (v)creating a first biometric dataset for the user corresponding to theuser's biometric data resulting from exposure to the first VR content;and (vi) comparing the user's first biometric dataset with the user'sbaseline biometric dataset to determine whether the first VR content hada positive therapeutic effect on the user.

The method of the present invention may further be configured toidentify changes in the user's biometric data corresponding to theexposure of the first VR content and determine whether the identifiedchanges in biometric data exceed one or more defined thresholdrequirements. The method of the present invention may further beconfigured to continue providing the first VR content if the definedthreshold requirements are exceeded and configured to modify the firstVR content and provide the modified VR content to the user if thedefined threshold requirements are not exceeded.

Other aspects and advantages of the present invention will be apparentfrom the following detailed description of the preferred embodiments ofthe accompanying drawing figures.

DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWING

The patent or application file contains at least one drawing executed incolor. Copies of this patent application publication with colordrawing(s) will be provided by the Office upon request and payment ofthe necessary fee. In the accompanying drawings, which form a part ofthe specification and are to be read in conjunction therewith in whichlike reference numerals are used to indicate like or similar parts inthe various views:

FIG. 1 is a schematic representation of a system for utilizing virtualreality content as therapeutic treatment of psychological, psychiatricor other medical conditions in accordance with one embodiment of thepresent invention;

FIG. 2 is a schematic representation and flowchart of a method forutilizing virtual reality content as therapeutic treatment ofpsychological, psychiatric or other medical conditions in accordancewith one embodiment of the present invention;

FIG. 3 is a schematic representation and flowchart of the method of aFIG. 2 including additional steps in accordance with one embodiment ofthe present invention;

FIG. 4 is a schematic representation and flowchart of a second methodfor utilizing virtual reality content as therapeutic treatment ofpsychological, psychiatric or other medical conditions in accordancewith one embodiment of the present invention;

FIG. 5 is a schematic representation of virtual reality content profilesand biometric data threshold requirements for use in connection with themethod of FIG. 4 in accordance with one embodiment of the presentinvention;

FIG. 6A is a brain image taken during a first case study;

FIG. 6B is a brain image taken during a first case study;

FIG. 7A is a brain image taken during a second case study;

FIG. 7B is a brain image taken during a second case study;

FIG. 7C is a brain image taken during a second case study;

FIG. 7D is a brain image taken during a second case study;

FIG. 8A is a brain image taken during a third case study;

FIG. 8B is a brain image taken during a third case study;

FIG. 8C is a brain image taken during a third case study; and

FIG. 8D is a brain image taken during a third case study.

DETAILED DESCRIPTION OF THE INVENTION

The invention will now be described with reference to the drawingfigures, in which like reference numerals refer to like partsthroughout. For purposes of clarity in illustrating the characteristicsof the present invention, proportional relationships of the elementshave not necessarily been maintained in the drawing figures. It will beappreciated that any dimensions included in the drawing figures aresimply provided as examples and dimensions other than those providedtherein are also within the scope of the invention.

The following detailed description of the invention references specificembodiments in which the invention can be practiced. The embodiments areintended to describe aspects of the invention in sufficient detail toenable those skilled in the art to practice the invention. Otherembodiments can be utilized and changes can be made without departingfrom the scope of the present invention. The present invention isdefined by the appended claims and the description is, therefore, not tobe taken in a limiting sense and shall not limit the scope ofequivalents to which such claims are entitled.

The present invention is directed generally to systems and methods forusing virtual reality (“VR”), augmented reality (“AR”) and/or mixedreality (“MR”) content in the therapeutic treatment of psychological,psychiatric or other medical conditions in patients. The presentinvention is also directed generally to systems and methods forproviding specific VR and/or AR content to users as a therapeuticprescription to effect positive changes in the user's biometricsassociated with emotional, psychological and/or psychiatric states. Thesystems and methods of the present invention may be configured toprovide VR, AR and/or MR experiences, environments and storiesspecifically tailored to shift specific biometrics of a user or patientaway from patterns associated with anxiety, depression and/or otherpsychological or psychiatric conditions and toward patterns associatedwith relaxation, positive affect, and pro-social emotional states.

FIG. 1 shows a schematic illustration of a system 10 according to oneembodiment configured to provide VR, AR and/or MR content to a patientor user and analyze the patient's or user's biometrics resulting fromthe provided VR, AR and/or MR content. System 10 may further beconfigured to be utilized in connection with one or more methods forusing VR/AR/MR content in the therapeutic treatment of specifiedpsychological, psychiatric or other medical conditions as described ingreater detail below. The foregoing description of the present inventionrefers individually to the use of virtual reality (VR) components andconcepts in connection with system 10 and methods 100 and 200 disclosedherein; however, it is recognized that augmented reality (AR) and mixedreality (MR) components and concepts may just as suitably be used inplace of or in combination with VR components and concepts. As shown inFIG. 1, system 10 may include a processor 12, a VR device 14, a VRcontent database module 16, a biometric reference database module 18,and/or one or more biometric monitors 22-30 as schematically shown inFIG. 1. As also shown in FIG. 1, system 10 may also include a patientbiometric database module 20 for storing biometric data of one or morepatients or users of system 10 according to certain embodiments of thepresent invention.

Processor 12 can be any suitable type of computer processor configuredfor carrying out one or more sets of programming instructions andsending, receiving, processing and/or storing various types of data andinformation. According to one embodiment of the present invention,processor 12 may include an application program with programminginstructions, that when executed by processor 12 cause the system 10 tocarry out one or more steps and/or procedures for sending, receiving,processing and/or storing various types of data and information asdescribed in greater detail below. Processor 12 can be configured tocommunicate with VR content database module 16 in order to access andtransmit VR content based on determined parameters or instructionsassociated with a patient or user. Processor 12 can be configured tocommunicate with biometric reference database module 18 in order toaccess and utilize and biometric data and algorithms for analyzing andprocessing a patient's biometric data received by system 10. Processor12 can also be configured to receive and process biometric data frommonitors 22-30 and associated with a patient or user.

VR device 14 can be configured as any suitable type of virtual realitydevice, including but not limited to virtual reality devices commonlyknown in the art. According to one embodiment, VR device 14 can beconfigured as a headset that is worn over a user's eyes like a pair ofgoogles. The headset can block out external light and show a visualrepresentation or image on one or more screens in front of the eyes. Theview may be fully or partially immersive, providing a changing field ofview in any direction the viewer chooses. VR device 14 can be coupled toa story, sound and/or music provided in association with selected VRcontent to augment the visual immersive experience of a user. Theimmersive media associated with the VR content can be monoscopic orstereoscopic 360-degree video or computer generated environmentsassessed with a variety of psychophysiological monitoring methods,including but not limited to, heart rate variability, muscle tension,skin conductance, and electroencephalogram (EEG).

VR content database module 16 can be configured as any suitable storagecomponent and can store a plurality of different VR content accessibleby processor 12. Depending on the particular embodiment, VR contentdatabase module 16 may comprise a reference library containing aplurality of categorized VR content that is tagged and organized basedon content's effectiveness in treatment for certain emotional,psychological psychiatric and/or other medical conditions. Databasemodule 16 may further be configured as a searchable database that may bequeried by processor 12 to select a desired or appropriate VR contentfrom the plurality of VR content stored in module 16.

Sensors or monitors 22-30 can be configured to monitor, record and/orcollect certain types of biometric data of a patient or user before,during and after the user engages with selected VR content throughsystem 10. According to one embodiment, system 10 includes anelectroencephalogram (EEG) monitor 22 to monitor the EEG activity of auser. Brain computer interface (BCI) or EEG monitor 22 can be configuredas an EEG headband or EEG electrocap that is placed on or around thehead of the user of system 10. The EEG headband or cap can include aplurality of electrodes designed to measure brainwave activity. The EEGheadband or cap can be attached via a wire ribbon to an FDA-approvedamplifier that monitors and records the electrical activity of theuser's brain. EEG monitor 22 may also be configured as a brain computerinterface, such as but not limited to those developed by Muse, Emotivand Neurable. Depending on the particular embodiment, EEG monitor 22 canbe configured to monitor one or more brainwave frequencies, includingbut not limited to alpha, beta, delta, gamma, and theta, in one or moreselected regions of the brain. At no point is electrical activitydelivered to the user, as this monitor 22 is simply a recordingtechnique. There is no risk to the user aside from possible milddiscomfort from wearing the EEG headband or cap.

System 10 can additionally include a plurality of additional monitorsfor monitoring and recording additional biometric data of a user inconnection with system 10, including but not limited to: a heart ratemonitor 24 configured to monitor the heart rate variability of the user;a respiratory sensor 26 configured to monitor the breathing patterns ofthe user; a blood pressor monitor 28 configured to monitor the bloodpressure of the user; and a skin conductance and temperature monitor 30configured to monitor variations in the external temperature of theuser.

System 10 can be used in connection with a user in order to provide VRcontent from VR content database module 16 and monitor the user'sbiometric data through monitors 22-30. System 10 can be utilized byfitting a user with VR device 14 and monitors 22-30. Processor 12 may beconfigured to communicate with VR content database module 16 to receiveselected VR content and then transmit the selected VR content to VRdevice 14. Through VR device 14, the selected VR content can provide aVR environment and experience to the user. Before, during and/or afterthe selected VR content is provided to the user through VR device 14,processor 12 can be configured to monitor and record the user'sbiometrics via monitors 22-30 as biometric data. For reference, a user'sbiometrics as referred to herein can include, but are not limited to EEGreadings (including one or more frequencies of brainwaves), heart rate,blood pressure, respiratory patterns, and skin temperature andconductance. Processor 12 may further be configured to analyze therecorded biometric data. As part of the analysis, processor 12 may beconfigured to transmit the data to biometric reference database 18and/or query the database 18 for algorithms and procedures configuredused to process the data to assess variations in the data influencingthe psychological or psychiatric condition of the user as a result ofthe selected VR content provided to the user through VR device 14.According to one embodiment of the present invention, processor 12 mayinclude an application program comprising programming instructions, thatwhen executed by processor 12, cause the system to carry out the stepsand procedures above.

In connection to system 10, the present invention is further directedtoward a method 100 for treating a psychological, psychiatric or medicalcondition in a patient through selected VR content. Method 100 may beconfigured to provide targeted VR content to a patient that exposes thepatient to a specific VR environment or experience aimed at enactingpositive changes in emotion, consciousness and psychological andpsychiatric states as measured through changes in specific biometricparameters of the patient. The method 100 may be further configured toanalyze biometric data from the patient to determine whether theprovided VR content has the desired effect on the patient as measured bythe changes in the patient's biometrics, and/or provide different VRcontent where the desired effect is not achieved.

As schematically shown in FIG. 2, method 100 may begin at step 102 wherethe patient's initial biometrics are measured and recorded. As describedabove, the biometrics recorded for the patient may include EEG readings,heart rate, blood pressure, respiratory rate, and skin temperature,among others. The patient's initial biometric data recorded at step 102can correspond to the patient's biometric readings prior to exposure toselected VR content. The initial biometric data can be measured usingmonitoring equipment, such as biometric monitors 22-30 of system 10described above. At step 104, a baseline biometric dataset can becreated for the patient based on the initial biometric data recorded atstep 102.

After creating the baseline biometric dataset, a first VR content can beselected and provided to the patient at step 106. The first VR contentcan be provided to the patient through a VR device, such a VR device 14and can expose the patient to a first VR environment and experience.According to certain embodiments of the present invention, the first VRcontent is selected based on a selected set of criteria in order totreat a specified psychological, psychiatric or medical condition of thepatient or cause desired changes in the patient's biometric associatedwith a specified psychological, psychiatric or medical state. The VRcontent can include any number of different components or features,including but not limited to visual stimuli, color, lighting, movement,camera angle, sound, music, voice, pacing, timing, characters, storyarc, and script, aimed at influencing a patient's emotional,psychological and/or psychiatric state.

At step 108, the patient's biometrics may be measured and recorded in asimilar manner to step 102 during and/or after exposure to the first VRcontent. During this step 108, depending on the particular embodiment ofmethod 100, the patient's biometrics may be continuously measured ormeasured at pre-determined intervals or measured only following thecompletion of the first VR content. At step 110, a first biometricdataset can be created for the patient based on the biometric datameasured during step 108 (and corresponding to the patient's exposure tothe first VR content).

At step 112, the baseline biometric dataset and the first biometricdataset of the patient may be analyzed to determine the effect the firstVR content had on the patient's biometrics associated withpsychological, psychiatric or other medical conditions. According to oneembodiment, at step 112, the patient's first biometric dataset iscompared to the patient's baseline biometrics to determine variations inthe patient's biometric data as described in greater detail below.

Turning to FIG. 3, in addition to steps 102 through 112, method 100 mayinclude additional steps in certain embodiments of the presentinvention. As schematically shown in FIG. 3, following step 112,according to one embodiment, method 100 may further comprise selectingand providing a second VR content to the patient to expose the patientto a second VR environment and experience at step 114. At step 116, thepatient's biometrics may be measured and recorded during and/or afterexposure to the second VR content in a similar manner to steps 102 and108. At step 118, a second biometric dataset for the patient can becreated based on the patient's biometric data measured during step 116.After the second biometric dataset is created, it can be analyzed andcompared to the patient's first biometric dataset and/or the patient'sbaseline biometric dataset at step 120 to determine the effect thesecond VR content had on the patient's biometrics associated withpsychological, psychiatric or other medical conditions.

A further shown in FIG. 3, according to one embodiment, method 100 mayfurther comprise a step 122 where it is determined, based on theanalysis at step 120, whether the second VR content effected a morepositive change in the patient's biometrics as compared to the first VRcontent. The first and second VR contents can be varied by the visualstimuli, color, lighting, movement, camera angle, sound, music, voice,pacing, timing, characters, story arc, and script included within theparticular content.

FIG. 4 provides a schematic representation of a second method 200according to the present invention for providing VR content to a user astherapeutic content. Method 200 can be utilized with system 10 or anyother suitable system configured to provide specific VR content to auser and analyze the user's biometrics associated with the specified VRcontent to effect a positive change in the user's emotional,psychological and/or psychiatric state. As shown in FIG. 4, method 200can begin at step 202 by identifying a baseline set of biometric datafor a user. The baseline set of biometric data may correspond to theuser's initial biometrics prior to exposure to selected VR content asmeasured and recorded through monitoring equipment or sensors (such asmonitors 22-30 in system 10). Following step 202, a selected VR contentis provided to the user at step 204 to expose the user to a selected VRexperience and environment. The selected VR content may be chosen basedon the specific type of emotional, psychological and/or psychiatricstate to be addressed for the user. According to one embodiment, theselected VR content is chosen from a library database containing aplurality of VR content categorized based on the content's ability toinfluence positive change in certain types of emotional, psychologicaland/or psychiatric states. The selected VR content may include sound,virtual, augmented or mixed reality experiences, aroma, haptics,vestibular audio or other vibration.

As further shown in FIG. 4, at step 206, the user's biometric data ismeasured and recorded while the user is exposed to the selected VRcontent and/or after the selected VR content is completed. Depending onthe particular embodiment of the present invention, the user's biometricdata during step 206 may be recorded continuously or a predeterminedintervals. Then at step 208, the changes in the users biometric data iscalculated by comparing the user's biometric data recorded at step 206with the user's previously recorded biometric data and/or the user'sbaseline biometric dataset. The calculated changes in the user'sbiometric data at step 208 are designed to reflect the user's biometricreaction to the currently selected VR content as described in greaterdetail below.

Then at step 210, it is determined whether the changes in the user'sbiometric data as calculated at step 208 exceed specific thresholdrequirements. The specific threshold requirements may be determinedbased the specific type of therapeutic reaction intended to be addressedby the selected VR content and may correspond to statisticallysignificant changes in specific biometrics of the user as illustrated inFIG. 5 and described in greater detail below.

As shown in FIG. 4, if it is determined at step 210 that the changes inthe user's biometric data corresponding to the currently selected VRcontent exceed the threshold requirements, then the method proceeds tostep 212 and the currently selected VR content continues to be providedto the user. Following step 212, the method loops back to step 206 andthe user's biometric data is measured and recorded again during and/orafter the selected VR content and steps 206 through 210 are repeated.

If, however, it is determined at step 210 that the changes in the user'sbiometric data corresponding to the currently selected VR content do notexceed the threshold requirements, the method proceeds to step 214. Atstep 214, a modified selected VR content is provided to the user inplace of the previously selected VR content. The modified selected VRcontent may comprise one or more of the following modifications,depending on the particular embodiment of the present invention.

A notification may be generated and provided to the user within thecurrently selected VR content. The notification may be a visual or audionotification that informs the user of the current state of the selectedVR content and the user's biometric data and/or provide cues orencouragement to the user.

The currently selected VR content may be temporarily paused or sloweddown for a predetermined time interval and/or until specific criteriaare satisfied.

One or more features of the currently selected VR content may beadjusted in order to alter the VR experience and/or environment for theuser. Depending on the particular embodiment, the adjustments to the VRcontent may be configured to vary the visual stimuli, lighting,movement, camera angle, sound, music, voice, pacing, timing, characters,story arc, and script included within the currently selected VR content.

The currently selected VR content may be replaced with new selected VRcontent. The new selected VR content may comprise an entirely new orsecond VR content chosen from a library database containing a pluralityof VR content based on the type of emotional, psychological and/orpsychiatric state intended to be addressed for the user.

After providing the modified selected VR content to the user at step214, the method may then proceed back to step 206 and the user'sbiometric data may be measured and recorded during and/or after exposureto the modified selected VR content and steps 206 through 210 arerepeated.

One objective of method 100 and method 200 of the present invention isto provide new therapeutic methodologies implementing VR experiences,environments, and stories tailored to shift a user's brainwaves andother biometrics away from patterns associated with anxiety, depressionand/or other psychological or psychiatric conditions and toward patternsassociated with relaxation, positive affect, and pro-social emotionalstates. If subjects consistently demonstrate shifts in their biometricdata toward the desired biometric data pattern (such as EEG brainwavechanges, blood pressure changes, heart rate changes, etc.) andsubjectively report changes in emotional or physical states consistentwith the desired effect, a particular VR content experience will beidentified as a targeted therapeutic intervention. For example, if a VRcontent experience is designed to create a relaxation response, it willbe considered successful if there are biometric data shifts—such as EEGbrainwave variations—indicating a reduction of activation in brainregions associated with the stress response (e.g., cingulate cortex) aswell as a subjective sense of reduced stress.

If the desired brainwave patterns and/or subjective feeling state arenot consistently achieved, the visual stimuli, color, pacing, voice,sound, story arc, characters, camera angle, timing, script or movementis changed in order to elicit a brain state that reflects the desiredoutcome. In addition, experiences can be compounded together to achievethe desired brain pattern as provided in the steps of methods 100 and200 described above.

As also described above, the biometrics measured in connection withmethods 100 and 200 of the present invention may include EEG (brainwaveactivity), blood pressure, skin temperature, skin conductance,respiration rate, and heart rate variability. In order to identifypositive changes in a user's biometric data corresponding to exposure tocertain VR content, the user's biometric data measured before, duringand/or after the user is exposed to the VR content may be analyzed. Asprovided at steps 112 and 120 in method 100 and steps 208 and 210 inmethod 200 described above, the user's biometric data may be analyzed bycomparing biometric data measured during and/or after exposure to VRcontent with biometric data measured before exposure to the VR contentto identify changes in specific types of biometric data. As furtherprovided in method 200 at steps 212-214, when it is determined byanalyzing the user's biometric data that the VR content is not providingthe desired changes in the user's biometric data, the VR content can bemodified or altered to provide a more suitable VR content. Similarly,method 100 with reference to steps 112 and 120, may further include oneor more of: (i) comparing EEG biometric data (i.e., brainwave patterns)in the first set of data with brainwave patterns in the baseline set ofdata (or the second set of data with the first set of data), wherein thebrainwave patterns may include beta, alpha, theta, and delta brainwavepatterns, (ii) analyzing the location within the patient's brain inwhich the brainwave patterns of the first set of data or the second setof data occur, and (iii) continually or periodically modifying thepatient's brainwave activity by exposing the patient to additionalinstances of the first environment.

According to one embodiment of the present invention, the analysis of auser's EEG-type biometric data may be analyzed as quantitative EEG(Qeeg) data using brainwave analysis software, such as but not limitedto brainwave analysis software provided by BRAINAVATAR®. According toone embodiment, the EEG biometric data of the user may be measuredduring and/or after exposure to the VR content and compared topreviously measured EEG biometric data of the user to produce z-scoresof change for specific brainwave types (alpha, delta, theta, etc.) incertain regions of the brain. This process may be facilitated by usingsLORETA statistical procedures. The creation of z-scores for the variousQeeg types of brainwave data (i.e., alpha, delta, theta, etc.) can thenbe used to quantitatively identify meaningful changes in the user's EEGbiometric data. For example, z-score changes equal to or greater than1.0 z-score/standard deviation may be classified as statisticallysignificant. Other types of biometric data, such as respiratory rate,heart rate, blood pressure, etc., may be analyzed in a similar manner toidentify statistically significant z-score changes in a user's biometricdata resulting from exposure to selected VR content.

According to one embodiment, the z-score changes identified in theuser's biometric data as a result of exposure to selected VR content maybe used to determine whether the selected VR content is having apositive effect on the user's emotional, psychological or psychiatricstate. Changes in specific types of biometric data have been shown toenact changes is specific types of emotional, psychological orpsychiatric states of subjects. For example, increased levels of delta,theta, and alpha EEG brainwaves generally are linked to a more calm andrelaxed state of a patient. Similarly, decreased blood pressure, heartrate and respiratory rate levels are also linked to a more calm andrelaxed state. Accordingly, when the desired effect of the selected VRcontent is to place the user in a relaxed or stress-reduced state, thesystems and methods of the present invention may be configured toidentify statistically significant z-score changes indicating increasesin a user's delta, theta and alpha EEG level along with significantreductions in blood pressure, heart rate and respiratory rate biometricdata levels. When these significant changes are identified duringexposure to selected VR content, then that VR content is providing atherapeutic response to enact a positive change in the user's emotional,psychological or psychiatric state.

The analysis of a user's biometric data as described above may also beused to create specific threshold requirements for identifying whether aparticular VR content is enacting the desired effect on the user'semotional, psychological or psychiatric state and determining whetherchanges in a user's biometric data exceed such threshold requirements asutilized in method 200. The threshold requirements utilized at step 210of method 200 may be determined based on the desired emotional,psychological or psychiatric response for the user. A selected VRcontent can be specifically configured to cause changes in a user'sbiometric data associated with relaxation, focus, empathy, calmness,mindfulness. These various types of reactions have been shown to causechanges in a user's emotional, psychological or psychiatric state, andtherefore the VR content provided to the user through method 100 or 200of the present invention, and the analysis of the user's change inbiometric data resulting from the VR content can be categorized based onthe desired types of reactions of the user to the VR content.

For example, FIG. 5 illustrates five different types of neuromeditationstyles profiles in accordance with the present invention that may beutilized in connection with methods 100 and 200. These neuromeditationstyles may include stress reduction/pain reduction 300; mindfulness 302;focus 304; open hear 306 and quiet mind 306. These neuromeditationstyles may be used to categorize VR content so that particular VRcontent may be selected based on the therapeutic preferences for theuser in connection with methods 100 and 200 of the present invention. Asalso further shown in FIG. 5, the threshold requirements at step 210 inmethod 200 may be determined based on the particular neuromeditationstyle of the VR content determine whether the desired changes inemotional, psychological or psychiatric states of the user are beingachieved.

Exemplary Case Studies

Applications of the present invention in accordance with methods 100 and200 describe above and illustrated in FIGS. 2-4, and other variousaspects will now be described with respect to three case studysummaries.

Case Study #1—Virtual Reality Meditation: Changes in Brainwave Activityand Heart Rate Variability

Popular articles that discuss brainwaves in relation to states ofconsciousness often simplify matters by indicating that there are fourtypes of brainwaves: delta, theta, alpha, and beta. Delta, theta, andalpha can all be considered “slow” brainwaves. When they are dominant,the brain is often in a more relaxed or quiet state. Beta and brainwavesfaster than beta, such as high beta or gamma, can be considered “fast”brainwaves. When these are dominant, the brain is active and engaged. Weneed these brainwaves to be flexible and fluid, shifting and changingwith whatever task we give our brain. For example, when it is time torest, we expect slow brainwaves to increase and fast brainwaves todecrease. When we are balancing a checkbook or making an importantdecision, we expect the opposite pattern.

By measuring brainwaves (i.e., biometric data) before and after aspecific task or experience, it can be determined how the brain wasimpacted. In doing so, analysis can assist in determining whether thebrain became more alert and aroused or more relaxed and quiet.

In order to determine how the brain responds when someone engages in avirtual reality meditation, quantitative EEG biometric data (Qeeg)technology can be utilized.

In the first case study, a volunteer subject was first oriented tovirtual reality by having them watch two different STORYUP® immersivestories. After the orientation, a baseline measurement of theirbrainwaves (i.e., biometric data) using a 19 channel EEG system wasobtained. The volunteer subject then participated in a four-minutemindfulness in nature experience (i.e., a selected VR content), afterwhich the brainwaves (i.e., biometric data) were one more time.

Overall, the results showed a significant quieting of the brain afterexperiencing the brief VR content meditation, measured by decreases infast activity (gamma) and increases in slow activity (theta and alpha).This, by itself, was impressive given the relatively brief exposure tothe meditation. Perhaps more importantly, an analysis of specific brainregions impacted by the VR content meditation showed that areas of thebrain involved in the stress response were some of the mostsignificantly impacted.

Three-dimensional brain images showing changes in the brain of thevolunteer subject after the exposure to the VR content were generated.For reference, cooler colors (blues) indicate that the activity measuredhas decreased whereas brighter colors (yellow, orange, red) indicatethat activity has increased. FIG. 6A illustrates fast brainwave activity(e.g., gamma) in the anterior cingulate. Blue colors indicate that fastbrainwave activity decreased significantly during the meditation. FIG.6B illustrates slow brainwave activity (e.g., alpha) in the Precuneusregion of the brain. Yellow colors indicate that slow brainwave activityincreased during the meditation.

Fast brainwave activity (e.g., gamma) in the anterior cingulate wasidentified by the appearance of blue colors indicating that gammaactivity decreased significantly during the VR content meditation. Thisis important because this part of the brain often becomes over activatedduring stress and anxiety or when a subject becomes fixated on thoughts,feelings or behaviors. By helping this area to relax, the brain isshifting into a more relaxed, peaceful state.

Slow brainwave activity was the subsequently examined for the volunteersubject. In particular, specific identification of alpha brainwaveactivity in the Precuneus region of the brain was examined. Additionalexamination showed increased slow brainwave activity (e.g., alpha) inthe Precuneus region of the brain. This part of the brain is the hub ofthe brain's Default Mode Network (DMN). When the DMN is quieter, asoccurred here, this suggests that the subject is not thinking aboutthemselves (or their worries) as much, which is exactly what we wouldhope to see during this experience.

These results of this case study provide preliminary evidence that thistype of technology can have a nearly immediate impact on the stressresponse.

Case Study #2—The Impact of Virtual Reality Mindfulness Meditation onthe Brain

In the second case study, the subject was a 16-year-old male with ahistory of anxiety following a mild traumatic brain injury. Prior tobeginning the study, the subject was oriented to virtual reality bywatching a three-minute VR news story.

EEG biometric data was recorded in 19 channels using an EEG monitoringdevice, as in case study #1, before, during, and after the subjectwatched a five-minute mindfulness in nature VR experience (i.e.,selected VR content) created by STORYUP® VR.

When comparing the EEG biometric data during the experience to thebaseline biometric data, the largest changes were observed in deltabrainwaves (1-4 hz). Delta is a cluster of the slowest brainwaves.Increases in delta are generally accompanied by a decrease of consciousthought or, put another way, a “quieting of the mind.” Several changesin the subject's EEG biometric data occurred during the VR contentmeditation in the delta frequency range. Most of the changes were in thefront and sides of the brain. FIG. 7A illustrates a quieting of thefrontal regions, which suggests a lack of cognitive processing. Diving abit deeper into the brain, the limbic structure was significantlyinvolved in this quieting response, as demonstrated in FIG. 7B. This ispotentially important as the limbic system is involved in emotionalprocessing.

Examining even more specific structures, the anterior cingulate and theinsula both showed dramatic increases in delta activity, as illustratedin FIGS. 7C and 7D. The anterior cingulate is involved in focusingattention and emotion regulation. The insulae are involved in bodyawareness and emotional responses. The quieting of these regionssuggests that this subject experienced a significant relaxation of theseregions which are often over-activated during anxiety or a stressresponse.

This is the second case study demonstrating reduced brain activation inresponse to experiencing a VR-based mindfulness meditation (i.e.,selected VR content). These results suggest that this technology may bea useful adjunct to traditional treatments for anxiety and/orstress-related concerns.

Case Study #3—Can Virtual Reality be Used to Develop Empathy andCompassion?

In the third case study, the subject was a 68-year-old female. EEGbiometric data was recorded in 19 channels, as in the prior casestudies, before and after the subject watched a five-minute story abouta group of individuals in Zambia that did not have the use of their legs(i.e., selected VR content). In the story, these individuals arepresented with hand crank Personal Energy Transportation (PET) carts,allowing them mobility they have not experienced in many years. Thestory was created by STORYUP® VR and is designed to increase empathy andcompassion in the viewer. After completing the EEG biometric datarecordings, the subject was asked to write a few statements about whatshe was feeling or thinking after the experience. The subject wrote thefollowing list:

Sadness

Hope

Despair

Gratitude

Sympathy

Wanting to help

Sense of community

When comparing the EEG data after the experience to the baseline data,the largest changes were observed in gamma brainwaves (35-45 hz). Gammarepresents the fastest brainwaves and is associated with increasedcognitive processing as well as a synthesizing of information.

With respect to the changes in biometric data that occurred after the VRcontent story, bright colors (yellow, orange, red) were presentindicating a significant increase of gamma activity after the VR contentexperience. After watching the VR story, this subject demonstratedsignificant increases of gamma activity in the left hemisphere of thebrain.

As demonstrated in FIG. 8A, these increases were seen predominately inthe parieto-occipital area toward the back of the head and also alongthe sensory motor strip. It is possible that this reflects a combinationof visual and body oriented processing. Because it is on the lefthemisphere, this subject was likely engaging in some kind oflanguage-oriented processing, perhaps attempting to integrate and makesense out of what was just experienced.

In an attempt to understand these findings in more detail, the analysiswas extended using sLORETA analyses to examine changes in deeperstructures of the brain. This analysis revealed significant increasedgamma activation in the Lingual Gyms.

As demonstrated in FIG. 8B, the changes identified in the Lingual Gymssupport the notion that there was some level of language processinginvolved. It is likely that the subject was engaged in some level ofinternal “talk,” while processing the story.

As shown in FIG. 8C, an increased activation in the posterior portion ofthe left Insula was also identified. The Insula is important inemotional processing, empathy and the experience of internal bodilystates (e.g., heart beat). This activation is consistent with thesubject reporting the experience of a number of emotional statesincluding empathy, sadness, and hope.

As shown in FIG. 8D, an activation of the left Parahippocampal Gyms wasalso identified. This region of the brain is generally associated withmemory encoding or retrieval. This activation is likely to be the resultof the subject attempting to integrate her experience with what sheknows and understands from previous experiences and knowledge.

The results of this case study show that a brief VR content experiencecan induce both subjective feelings of empathy and compassion, and alsoactivate regions of the brain important in the processing of thesecomplex emotional states. These preliminary results provide additionalevidence that selected VR content can be used to assist in thedevelopment of prosocial emotional states.

The methodology for this therapeutic use of virtual reality differs fromprior art in that it is manipulating experiences or stories to achievespecific biometric data change patterns(such as specific changes inbrainwave patterns, heart rate, respiratory rate, blood pressure, etc.).In pre-existing applications, the effects of these treatments are notcategorized by biometric states. The prior art also does not specify howto change the biometric patterns or brainwave patterns by changingvoice, music, visual stimuli, pacing, script, camera angle, or cameramovement.

VR Content Categorization

The present invention is also directed toward methods and applicationsfor structuring, categorizing and providing selected VR content inconnection with methods 100 and 200 of the present invention.Therapeutic VR content may be tagged by its ability to create percentageshifts in the amplitude of specific biometric data (e.g., brainwavefrequencies). Much as a video is tagged by a keyword that's searchable,the immersive media experiences of the selected VR content may be taggedby keywords related to the emotion, state of consciousness, or biometricor brainwave activity they produce in a statistically significant numberof individuals. This content may include sound, virtual, augmented ormixed reality experiences, aroma, haptics, vestibular audio, or othervibration. As described above, specific VR content experiences have beenshown to result in predictable changes in biometric and brainwavepatterns. As also described above, this may be assessed by comparingpre-VR biometric data to post-VR biometric data.

For example, with respect to EEG biometric data, EEG (Qeeg) data may beanalyzed using BRAINAVATAR® analysis software or other similar software.The BRAINAVATAR® system has a feature called Z-builder which allows forthe conversion of a raw EEG file into a quantitative reference file.Post-VR (or During-VR) EEG data can be compared to the Pre-VR referencefile producing z scores of change for each variable at each region ofinterest for each subject. The brain wave values can be produced throughthe BRAINAVATAR® software, which calculates the average amount of powerfor each frequency band (e.g., delta, theta, alpha, etc.) at multipleregions of interest using sLORETA statistical procedures. Based onrecognized research, z score changes equal to or greater than 1.0z-score/standard deviation are considered statistically significant.Consequently, VR content experiences can be created based on the abilityto consistently demonstrate significant changes in the biometric data ofa subject in a variety of specific ways, such as those illustrated inFIG. 5.

According to one embodiment of the present invention, a database of VRcontent (such as

VR content database module 16 in system 10) may be created and the VRcontent therein may be categorized by the content's impact of specificbiometrics much like a pharmacy. Specific VR content can be constructedto consistently increase alpha (relaxation), reduce beta (anxiety), orincrease left frontal gamma (Positivity), reduce blood pressure,increase respiration, increase peripheral skin temperature, decreaseskin conductance, and slow the heart rate. Using a brain-computerinterface, heart rate, respiration or blood pressure monitor (such asmonitors 22-30 in system 10), a user's biometrics can be assessed forpatterns associated with specific concerns (anxiety, depression, pain,etc.). Based on these results, the user may be offered a selection ofexperiences specifically designed to address areas of concern/biometricpatterns. For example, users demonstrating the certain types of profiles(such as stress reduction/pain reduction 300, mindfulness 302, focus304, quiet mind 306 and open heart 308) will be recommended the VRcontent specific to such profiles.

According to one embodiment of the present invention, a user may beginby taking a questionnaire and/or symptom checklist configured todetermine the user's specific goals/needs (such as stress reduction,improving focus, etc.) and identify the specific type of profile bestsuited for the user. This questionnaire and checklist may comprise theNMSI or neuromeditation style inventory questionnaire/symptom checklistprovided by NeuroMeditation™ or any other suitably configuredquestionnaire. With respect to methods 100 and 200 of the presentinvention, this process may be provided as an initial step conductedprior to steps 102 or 202, respectively. The questionnaire may beanswered by the user inside a VR headset with gaze direction or outsidea VR headset with another device such as a mobile phone or tablet.

Depending on the user's responses to the questionnaire and/or symptomchecklist, the user may be presented with a library of VR contentdesigned to address the user's specific goals/needs. The VR content mayalso be categorized by specific neuromeditation style or profile (Focus,Mindfulness, Open Heart, Quiet Mind, Deep States). The VR contentexperiences may be passive “viewer” experiences and/or they may includeinputs from biometric monitoring devices to interact with the experiencelike heart rate, blood pressure, or respiration.

According to one embodiment of the present invention, certain VR contentmay be utilized with biometric devices (such as monitors 22-30 in system10) to import specific information about the user's biometrics insidethe VR content experience. As described above, specific biometrics mayinclude EEG (brainwave data), blood pressure, skin temperature, skinconductance, respiration rate, and heart rate variability. The user isable to see a representation of their biometrics in the experiencesingularly or collectively. Using an algorithm, a single or combinationof biometric outputs may be assigned to values in the virtual realityenvironment of the selected VR content to enable the user to control theexperience with their biometric activity, such as their brainwaveactivity, blood pressure, heartrate variability, skin conductance, skintemperature, respiration, or some combination of these measurements. Thebiometric outputs can be set to modify the VR Content's experience'svolume, light, color, tone, depth, aroma, sound, pitch, or texture. Inaddition, these biometrics may be utilized to control a 360 video playerby allowing pre-defined biometric values to stop, start, pan, tilt,zoom, slow, or speed up a monoscopic or stereoscopic video or audioclip.

As described above, depending on the user's responses to thequestionnaire/symptom checklist, the user is able to select a specificVR content from a library of immersive VR content experiences that havebeen shown to consistently impact specified biometrics, anxiety level,focus, open heart, open mind, blood pressure, respiration, heart rate orperception of pain, along with any number of other emotional,psychological and/or psychiatric states.

According to one embodiment of the present invention, after consumingthe selected VR content experience, a display of biometric changes maybe displayed to the user, indicating to the user the impact of theselected VR content experience on the targeted biometric readings.Depending on the particular embodiment, this may comprise an additionalstep within methods 100 and 200 described above. For example, brainactivity measurement obtained through a brain computer interface (BCI),such as the Muse, Neurable, or Emotiv, can monitor specific aspects ofbrainwave activity during the experience and display whether the contentintervention was effective in changing the targeted brain region(s).Similarly, a blood pressure, heart rate, skin temperature, skinconductance, respiration and/or other biometric monitor may be used todetermine whether the content was effective in its intended effect. Theuser may also be able to retake the symptom inventory to determine ifthere has been any change in their subjective feeling state. Based onthe results of the subjective questionnaires and/or biometric dataanalysis, additional VR content options may be offered to furtherachieve the desired effect. If the VR content intervention waseffective, the user may also choose to end the experience, continue toview additional VR content or start the process again.

From the foregoing, it will be seen that this invention is one welladapted to attain all the ends and objects hereinabove set forthtogether with other advantages which are obvious and which are inherentto the structure. It will be understood that certain features and subcombinations are of utility and may be employed without reference toother features and sub combinations. This is contemplated by and iswithin the scope of the claims. Since many possible embodiments of theinvention may be made without departing from the scope thereof, it isalso to be understood that all matters herein set forth or shown in theaccompanying drawings are to be interpreted as illustrative and notlimiting.

The constructions described above and illustrated in the drawings arepresented by way of example only and are not intended to limit theconcepts and principles of the present invention. Thus, there has beenshown and described several embodiments of a novel invention. As isevident from the foregoing description, certain aspects of the presentinvention are not limited by the particular details of the examplesillustrated herein, and it is therefore contemplated that othermodifications and applications, or equivalents thereof, will occur tothose skilled in the art. The terms “having” and “including” and similarterms as used in the foregoing specification are used in the sense of“optional” or “may include” and not as “required”. Many changes,modifications, variations and other uses and applications of the presentconstruction will, however, become apparent to those skilled in the artafter considering the specification and the accompanying drawings. Allsuch changes, modifications, variations and other uses and applicationswhich do not depart from the spirit and scope of the invention aredeemed to be covered by the invention which is limited only by theclaims which follow.

1. (canceled)
 2. (canceled)
 3. (canceled)
 4. (canceled)
 5. (canceled) 6.(canceled)
 7. A method for treating a psychological, psychiatric ormedical condition in a human patient, the method comprising the stepsof: measuring the patient's initial biometric activity, wherein saidbiometric activity includes at least one of beta, alpha, gamma, thetaand delta brainwave activity; creating a baseline dataset correspondingto the patient's initial biometric activity; providing the patient witha first virtual reality content, wherein said first virtual realitycontent comprises at least one of a virtual reality environment, anaugmented reality environment and a mixed reality environment; measuringthe patient's biometric activity during and/or after the patient'sexposure to the first virtual reality content; creating a firstbiometric dataset corresponding to the patient's biometric activityresulting from the patient's exposure to the first virtual realitycontent; and comparing the first biometric dataset with the baselinedataset.
 8. The method of claim 7, wherein measuring the patient'sbiometric activity includes measuring the patient's brainwave activityusing an electroencephalogram (EEG).
 9. The method of claim 7 furthercomprising the step of comparing brainwave patterns in the first datasetwith brainwave patterns in the baseline dataset.
 10. The method of claim9, wherein the brainwave patterns include at least one of beta, alpha,gamma, theta, and delta brainwave patterns.
 11. The method of claim 7further comprising the step of analyzing the location within thepatient's brain in which brainwave patterns of the first set of dataoccur.
 12. The method of claim 7, wherein the patient's biometricactivity further includes at least one of heart rate, blood pressure,respiratory rate and skin temperature.
 13. The method of claim 7 furthercomprising the step of modifying the patient's brainwave activity byexposing the patient to the first environment.
 14. The method of claim 7further comprising the steps of: providing the patient with a secondvirtual reality content, wherein said second virtual reality contentcomprises at least one of a virtual reality environment, an augmentedreality environment and a mixed reality environment; measuring thepatient's biometric activity during and/or after the patient's exposureto the second virtual reality content; creating a second biometricdataset corresponding to the patient's biometric activity resulting fromthe patient's exposure to the second virtual reality content; andcomparing the second biometric dataset with at least one of the firstbiometric dataset and the baseline dataset.
 15. The method of claim 14further comprising the step of determining whether the first virtualreality content or the second virtual reality content effected a morepositive change in the patient's biometric activity.
 16. The method ofclaim 14, wherein at least one of the visual stimuli, color, lighting,movement, camera angle, sound, music, voice, pacing, timing, characters,story arc, and script of the second virtual reality content is differentfrom that of the first virtual reality content.
 17. A system fortreating a psychological, psychiatric or medical condition in a humanpatient, said system comprising: a processor; a virtual reality contentdatabase, said database containing a plurality of different virtualreality content; a virtual reality device configured to provide one ormore virtual reality content from said plurality of different virtualreality content to the patient; at least one biometric activity monitorconfigured to measure the biometric activity of the patient, whereinsaid biometric activity includes at least one of beta, alpha, gamma,theta and delta brainwave activity; and an application programcomprising programming instructions that, when executed by the processorcause the system to: measure the patient's initial biometric activityusing said at least one biometric activity monitor; create a baselinedataset corresponding to the patient's initial biometric activity;provide the patient, through the virtual reality device, with a firstvirtual reality content from the plurality of different virtual realitycontent, wherein said first virtual reality content comprises at leastone of a virtual reality environment, an augmented reality environmentand a mixed reality environment; measure the patient's biometricactivity during and/or after the patient's exposure to the first virtualreality content using the at least one biometric activity monitor;create a first biometric dataset corresponding to the patient'sbiometric activity resulting from the patient's exposure to the firstvirtual reality content; and compare the first biometric dataset withthe baseline dataset.
 18. The system of claim 17, wherein measuring thepatient's biometric activity includes measuring the patient's brainwaveactivity using an electroencephalogram (EEG).
 19. The system of claim17, wherein the patient's biometric activity further includes at leastone of heart rate, blood pressure, respiratory rate and skintemperature.
 20. The system of claim 17, wherein the application programfurther comprises programming instructions that, when executed by theprocessor cause the system to: provide the patient, through the virtualreality device, with a second virtual reality content from the pluralityof different virtual reality content, wherein said second virtualreality content comprises at least one of a virtual reality environment,an augmented reality environment and a mixed reality environment;measure the patient's biometric activity during and/or after thepatient's exposure to the second virtual reality content using the atleast one biometric activity monitor; create a second biometric datasetcorresponding to the patient's biometric activity resulting from thepatient's exposure to the second virtual reality content; and comparethe second biometric dataset with at least one of the first biometricdataset and the baseline dataset.
 21. The method of claim 7, whereincomparing the first biometric dataset with the baseline dataset furtherincludes creating one or more z-scores corresponding to changes in thebrainwave activity of the patient.
 22. The method of claim 21, whereincomparing the first biometric dataset with the baseline dataset furtherincludes determining whether changes in the patient's brainwave activityexceed a set of threshold requirements.
 23. The method of claim 22,wherein changes in the patient's brainwave activity exceed the set ofthreshold requirements when at least one of said one or more z-scoreshas a value greater than or equal to 1.0.
 24. The system of claim 17,wherein comparing the first biometric dataset with the baseline datasetfurther includes creating one or more z-scores corresponding to changesin the brainwave activity of the patient.
 25. The system of claim 24,wherein comparing the first biometric dataset with the baseline datasetfurther includes determining whether changes in the patient's brainwaveactivity exceed a set of threshold requirements.
 26. The system of claim25, wherein changes in the patient's brainwave activity exceed the setof threshold requirements when at least one of said one or more z-scoreshas a value greater than or equal to 1.0.